From 5d39354b42e1e601bb632b2e96631fad6c410b58 Mon Sep 17 00:00:00 2001 From: havoc Date: Sat, 10 Sep 2005 11:33:11 +0000 Subject: [PATCH] removed old surface renderer git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5710 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 432 +---------------------------------------------------- 1 file changed, 1 insertion(+), 431 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index ec276664..9fb8351b 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -1864,13 +1864,8 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) { - int i; int texturesurfaceindex; int lightmode; - const float *v; - float *c; - float diff[3]; - float f, r, g, b, a, colorscale; const msurface_t *surface; qboolean applycolor; rmeshstate_t m; @@ -1906,8 +1901,6 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) qglDisable(GL_CULL_FACE); -if (r_test.integer) -{ if (texture->currentnumlayers) { int layerindex; @@ -2071,6 +2064,7 @@ if (r_test.integer) for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i; + float diff[3]; float f, *v, *c; surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); @@ -2096,430 +2090,6 @@ if (r_test.integer) } } } -} -else -{ - GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); - if (texture->currentmaterialflags & MATERIALFLAG_ADD) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - else - GL_BlendFunc(GL_ONE, GL_ZERO); - if (texture->currentmaterialflags & MATERIALFLAG_SKY) - { - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - // LordHavoc: HalfLife maps have freaky skypolys... - //if (!ent->model->brush.ishlbsp) - { - R_Mesh_Matrix(&ent->matrix); - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) - { - // depth-only (masking) - GL_ColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); - } - else - { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - } - } - else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) - { - // normal surface (wall or water) - if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) && r_textureunits.integer >= 2 && gl_combine.integer) - { - // multitexture single pass - memset(&m, 0, sizeof(m)); - m.tex[1] = R_GetTexture(texture->currentbasetexture); - m.texmatrix[1] = texture->currenttexmatrix; - m.texrgbscale[1] = 2; - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale = r_lightmapintensity; - else - colorscale = 1; - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (ent->model->type == mod_brushq3) - colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f); - r = texture->currentcolorbase[0] * colorscale; - g = texture->currentcolorbase[1] * colorscale; - b = texture->currentcolorbase[2] * colorscale; - a = texture->currentcolorbase[3]; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); - if (surface->lightmaptexture) - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - else - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode ? lightmode : !surface->lightmaptexture, applycolor, texture->currentfogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - // FIXME: identify models using a better check than ent->model->brush.shadowmesh - else if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh)) - { - // single texture two pass - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - R_Mesh_ColorPointer(NULL); - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_Color(r_lightmapintensity * texture->currentcolorbase[0], r_lightmapintensity * texture->currentcolorbase[1], r_lightmapintensity * texture->currentcolorbase[2], texture->currentcolorbase[3]); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->currentbasetexture); - m.texmatrix[0] = texture->currenttexmatrix; - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else - { - // single texture single pass (vertex lit only) - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->currentbasetexture); - m.texmatrix[0] = texture->currenttexmatrix; - m.pointer_color = varray_color4f; - colorscale = 2; - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - colorscale = 1; - } - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale *= r_lightmapintensity; - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) && ent->model->type == mod_brushq3) - colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f); - R_Mesh_State(&m); - r = texture->currentcolorbase[0] * colorscale; - g = texture->currentcolorbase[1] * colorscale; - b = texture->currentcolorbase[2] * colorscale; - a = texture->currentcolorbase[3]; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode ? lightmode : 1, applycolor, texture->currentfogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, texture->currentfogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - } - if (texture->currentdopants) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.pants); - m.texmatrix[0] = texture->currenttexmatrix; - m.pointer_color = varray_color4f; - colorscale = 2; - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - colorscale = 1; - } - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale *= r_lightmapintensity; - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) && !texture->currentdofullbrightpants && ent->model->type == mod_brushq3) - colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f); - R_Mesh_State(&m); - r = texture->currentcolorpants[0] * colorscale; - g = texture->currentcolorpants[1] * colorscale; - b = texture->currentcolorpants[2] * colorscale; - a = texture->currentcolorpants[3]; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) && !texture->currentdofullbrightpants) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, texture->currentfogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, texture->currentfogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - } - if (texture->currentdoshirt) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.shirt); - m.texmatrix[0] = texture->currenttexmatrix; - m.pointer_color = varray_color4f; - colorscale = 2; - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - colorscale = 1; - } - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale *= r_lightmapintensity; - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) && !texture->currentdofullbrightshirt && ent->model->type == mod_brushq3) - colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f); - R_Mesh_State(&m); - r = texture->currentcolorshirt[0] * colorscale; - g = texture->currentcolorshirt[1] * colorscale; - b = texture->currentcolorshirt[2] * colorscale; - a = texture->currentcolorshirt[3]; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) && !texture->currentdofullbrightshirt) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, texture->currentfogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, texture->currentfogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - } - if (r_ambient.value >= (1/64.0f)) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - m.texmatrix[0] = texture->currenttexmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer && (ent->colormod[0] > 1 || ent->colormod[1] > 1 || ent->colormod[2] > 1)) - { - m.texrgbscale[0] = 4; - colorscale = 0.25f; - } - R_Mesh_State(&m); - colorscale *= r_ambient.value * (1.0f / 64.0f); - r = texture->currentcolorbase[0] * colorscale; - g = texture->currentcolorbase[1] * colorscale; - b = texture->currentcolorbase[2] * colorscale; - a = texture->currentcolorbase[3]; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, texture->currentfogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - if (texture->skin.glow != NULL) - { - // if glow was not already done using multitexture, do it now. - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.glow); - m.texmatrix[0] = texture->currenttexmatrix; - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - r = 1; - g = 1; - b = 1; - a = texture->currentcolorbase[3]; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, texture->currentfogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD)) - { - // if this is opaque use alpha blend which will darken the earlier - // passes cheaply. - // - // if this is an alpha blended material, all the earlier passes - // were darkened by fog already, so we only need to add the fog - // color ontop through the fog mask texture - // - // if this is an additive blended material, all the earlier passes - // were darkened by fog already, and we should not add fog color - // (because the background was not darkened, there is no fog color - // that was lost behind it). - if (texture->currentfogallpasses) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.fog); - m.texmatrix[0] = texture->currenttexmatrix; - R_Mesh_State(&m); - r = fogcolor[0]; - g = fogcolor[1]; - b = fogcolor[2]; - a = texture->currentcolorbase[3]; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_ColorPointer(varray_color4f); - //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentcolorbase[3], 1, surface->num_vertices, modelorg); - if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a; - } - } - else - { - for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = f * a; - } - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - } -} if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) qglEnable(GL_CULL_FACE); } -- 2.39.2